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Qianqian Wang

Publications and source records attributed to Qianqian Wang.

At least 73 records · Page 4Linked to original sources

InfiniteNature-Zero: Learning Perpetual View Generation of Natural Scenes from Single Images

We present a method for learning to generate unbounded flythrough videos of natural scenes starting from a single view, where this capability is learned from a collection of single photographs, without requiring camera poses or even multiple views of each scene. To achieve this, we propose a novel self-supervised view generation training paradigm, where we sample and rendering virtual camera trajectories, including cyclic ones, allowing our model to learn stable view generation from a collection of single views. At test time, despite never seeing a video during training, our approach can take a single image and generate long camera trajectories comprised of hundreds of new views with realistic and diverse content. We compare our approach with recent state-of-the-art supervised view generation methods that require posed multi-view videos and demonstrate superior performance and synthesis quality.

cs.CV↗

Cataloguing MoSi$_2$N$_4$ and WSi$_2$N$_4$ van der Waals Heterostructures: An Exceptional Material Platform for Excitonic Solar Cell Applications

Two-dimensional (2D) materials van der Waals heterostructures (vdWHs) provides a revolutionary route towards high-performance solar energy conversion devices beyond the conventional silicon-based pn junction solar cells. Despite tremendous research progress accomplished in recent years, the searches of vdWHs with exceptional excitonic solar cell conversion efficiency and optical properties remain an open theoretical and experimental quest. Here we show that the vdWH family composed of MoSi$_2$N$_4$ and WSi$_2$N$_4$ monolayers provides a compelling material platform for developing high-performance ultrathin excitonic solar cells and photonics devices. Using first-principle calculations, we construct and classify 51 types of MoSi$_2$N$_4$ and WSi$_2$N$_4$-based [(Mo,W)Si$_2$N$_4$] vdWHs composed of various metallic, semimetallic, semiconducting, insulating and topological 2D materials. Intriguingly, MoSi$_2$N$_4$/(InSe, WSe$_2$) are identified as Type-II vdWHs with exceptional excitonic solar cell power conversion efficiency reaching well over 20%, which are competitive to state-of-art silicon solar cells. The (Mo,W)Si$_2$N$_4$ vdWH family exhibits strong optical absorption in both the visible and ultraviolet regimes. Exceedingly large peak ultraviolet absorptions over 40%, approaching the maximum absorption limit of a free-standing 2D material, can be achieved in (Mo,W)Si$_2$N$_4$/$α_2$-(Mo,W)Ge$_2$P$_4$ vdWHs. Our findings unravel the enormous potential of (Mo,W)Si$_2$N$_4$ vdWHs in designing ultimately compact excitonic solar cell device technology.

cond-mat.mtrl-sci↗

Variable degeneracy of graphs with restricted structures

Bernshteyn and Lee defined a new notion, weak degeneracy, which is slightly weaker than the ordinary degeneracy. It is proved that strictly $f$-degenerate transversal is a common generalization of list coloring, $L$-forested-coloring and DP-coloring. In this paper, we consider three classes of graphs, including planar graphs without any configuration in Fig. 2, toroidal graphs without any configuration in Fig. 5, and planar graphs without intersecting $5$-cycles. We give structural results for each class of graphs, and prove each structure is reducible for weakly $3$-degenerate and the existence of strictly $f$-degenerate transversals. As consequences, these three classes of graphs are weakly $3$-degenerate, and have a strictly $f$-degenerate transversal. Then these three classes of graph have DP-paint number at most four, and have list vertex arboricity at most two. This greatly improve all the results in [2-4, 11-13, 16-18, 22, 25, 32, 34]. Furthermore, the first and the third classes of graphs have Alon-Tarsi number at most four.

math.CO↗

Planar graphs without normally adjacent short cycles

Let $\mathscr{G}$ be the class of plane graphs without triangles normally adjacent to $8^{-}$-cycles, without $4$-cycles normally adjacent to $6^{-}$-cycles, and without normally adjacent $5$-cycles. In this paper, it is shown that every graph in $\mathscr{G}$ is $3$-choosable. Instead of proving this result, we directly prove a stronger result in the form of ``weakly'' DP-$3$-coloring. The main theorem improves the results in [J. Combin. Theory Ser. B 129 (2018) 38--54; European J. Combin. 82 (2019) 102995]. Consequently, every planar graph without $4$-, $6$-, $8$-cycles is $3$-choosable, and every planar graph without $4$-, $5$-, $7$-, $8$-cycles is $3$-choosable. In the third section, using almost the same technique, we prove that the vertex set of every graph in $\mathscr{G}$ can be partitioned into an independent set and a set that induces a forest, which strengthens the result in [Discrete Appl. Math. 284 (2020) 626--630]. In the final section, tightness is discussed.

math.CO↗

Neural 3D Reconstruction in the Wild

We are witnessing an explosion of neural implicit representations in computer vision and graphics. Their applicability has recently expanded beyond tasks such as shape generation and image-based rendering to the fundamental problem of image-based 3D reconstruction. However, existing methods typically assume constrained 3D environments with constant illumination captured by a small set of roughly uniformly distributed cameras. We introduce a new method that enables efficient and accurate surface reconstruction from Internet photo collections in the presence of varying illumination. To achieve this, we propose a hybrid voxel- and surface-guided sampling technique that allows for more efficient ray sampling around surfaces and leads to significant improvements in reconstruction quality. Further, we present a new benchmark and protocol for evaluating reconstruction performance on such in-the-wild scenes. We perform extensive experiments, demonstrating that our approach surpasses both classical and neural reconstruction methods on a wide variety of metrics.

cs.CV↗

Neural 3D Scene Reconstruction with the Manhattan-world Assumption

This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code is available at https://zju3dv.github.io/manhattan_sdf.

cs.CV↗

3D Moments from Near-Duplicate Photos

We introduce 3D Moments, a new computational photography effect. As input we take a pair of near-duplicate photos, i.e., photos of moving subjects from similar viewpoints, common in people's photo collections. As output, we produce a video that smoothly interpolates the scene motion from the first photo to the second, while also producing camera motion with parallax that gives a heightened sense of 3D. To achieve this effect, we represent the scene as a pair of feature-based layered depth images augmented with scene flow. This representation enables motion interpolation along with independent control of the camera viewpoint. Our system produces photorealistic space-time videos with motion parallax and scene dynamics, while plausibly recovering regions occluded in the original views. We conduct extensive experiments demonstrating superior performance over baselines on public datasets and in-the-wild photos. Project page: https://3d-moments.github.io/

cs.CV↗

Neural Rays for Occlusion-aware Image-based Rendering

We present a new neural representation, called Neural Ray (NeuRay), for the novel view synthesis task. Recent works construct radiance fields from image features of input views to render novel view images, which enables the generalization to new scenes. However, due to occlusions, a 3D point may be invisible to some input views. On such a 3D point, these generalization methods will include inconsistent image features from invisible views, which interfere with the radiance field construction. To solve this problem, we predict the visibility of 3D points to input views within our NeuRay representation. This visibility enables the radiance field construction to focus on visible image features, which significantly improves its rendering quality. Meanwhile, a novel consistency loss is proposed to refine the visibility in NeuRay when finetuning on a specific scene. Experiments demonstrate that our approach achieves state-of-the-art performance on the novel view synthesis task when generalizing to unseen scenes and outperforms per-scene optimization methods after finetuning.

cs.CV↗

Ultrasonic Backscatter Communication for Implantable Medical Devices

This paper proposes an ultrasonic backscatter communication (UsBC) system for passive implantable medical devices (IMDs) that can operate without batteries, enabling versatile revolutionary applications for future healthcare. The proposed UsBC system consists of a reader and a tag. The reader sends interrogation pulses to the tag. The tag backscatters the pulses based on the piezoelectric effect of a piezo transducer. We present several basic modulation schemes for UsBC by impedance matching of the piezo transducer. To mitigate the interference of other scatters in the human body, the tag transmits information bits by codeword mapping, and the reader performs codeword matching before energy detection in the reader. We further derive the theoretical bit-error rate (BER) expression. Monte Carlo simulations verify the theoretical analysis and show that passive UsBC can achieve low BER and low complexity, which is desirable for size- and energy-constrained IMDs.

eess.SP↗

Cover and variable degeneracy

Let $f$ be a nonnegative integer valued function on the vertex set of a graph. A graph is \textbf{strictly $f$-degenerate} if each nonempty subgraph $Γ$ has a vertex $v$ such that $\mathrm{deg}_Γ(v) < f(v)$. In this paper, we define a new concept, strictly $f$-degenerate transversal, which generalizes list coloring, signed coloring, DP-coloring, $L$-forested-coloring, and $(f_{1}, f_{2}, \dots, f_{s})$-partition. A \textbf{cover} of a graph $G$ is a graph $H$ with vertex set $V(H) = \bigcup_{v \in V(G)} X_{v}$, where $X_{v} = \{(v, 1), (v, 2), \dots, (v, s)\}$; the edge set $\mathscr{M} = \bigcup_{uv \in E(G)}\mathscr{M}_{uv}$, where $\mathscr{M}_{uv}$ is a matching between $X_{u}$ and $X_{v}$. A vertex set $R \subseteq V(H)$ is a \textbf{transversal} of $H$ if $|R \cap X_{v}| = 1$ for each $v \in V(G)$. A transversal $R$ is a \textbf{strictly $f$-degenerate transversal} if $H[R]$ is strictly $f$-degenerate. The main result of this paper is a degree type result, which generalizes Brooks' theorem, Gallai's theorem, degree-choosable result, signed degree-colorable result, and DP-degree-colorable result. We also give some structural results on critical graphs with respect to strictly $f$-degenerate transversal. Using these results, we can uniformly prove many new and known results. In the final section, we pose some open problems.

math.CO↗

Monolayer RhB4: half-auxeticity and almost ideal spin-orbit Dirac point semimetal

Structural-property relationship, the connection between materials' structures and their properties, is central to the materials research. Especially at reduced dimensions, novel structural motifs often generate unique physical properties.Motivated by a recent work reporting a novel half auxetic effect in monolayer PdB4 with a hypercoordinated structure, here, we extensively explore similar 2D transition metal boride structures MB4 with M covering 3d and 4d elements.Our investigation screens out one stable candidate, the monolayer RhB4. We find that monolayer RhB4 also shows half auxeticity, i.e., the material always expands in a lateral in-plane direction in response to an applied strain in the other direction, regardless of whether the strain is positive or negative.We show that this special mechanical character is intimately tied to the hypercoordinated structure with the M\c{opyright}B8 structural motif. Furthermore, regarding electronic properties, monolayer RhB4 is found to be the first example of an almost ideal 2D spin-orbit Dirac point semimetal.The low-energy band structure is clean, with a pair of fourfold degenerate Dirac points robust under spin-orbit coupling located close to the Fermi level. These Dirac points are enforced by the nonsymmorphic space group symmetry which is also determined by the lattice structure. Our work deepens the fundamental understanding of structural-property relationship in reduced dimensions. The half auxeticity and the spin-orbit Dirac points will make monolayer RhB4 a promising platform for nanomechanics and nanoelectronics applications.

cond-mat.mtrl-sci↗

Chiral phonons in a square lattice

Chiral phonons were initially proposed and further verified experimentally in two-dimensional (2D) hexagonal crystal lattices. Many intriguing features brought about by chiral phonons are attributed to the pseudo-angular momenta which are associated with the threefold rotational symmetry of hexagonal lattices. Here, we go beyond the hexagonal crystals and investigate the chiral phonons in systems with fourfold rotational symmetry. We clarify the symmetry requirements for the emergence of chiral phonons in both 2D square lattices and 3D tetragonal lattices. For 2D, the realization of $C_4$ chiral phonons requires the breaking of time-reversal symmetry; while for 3D, they can exist on the $C_4$-invariant path in a chiral tetragonal lattice. These phonons have the advantage that they can be more readily coupled with optical transitions, which facilitates their experimental detection. We demonstrate our idea via model analysis and first-principles calculations of concrete materials, including the MnAs monolayer and the $α$-cristobalite. Our work reveals chiral phonons beyond the hexagonal lattices and paves the way for further exploration of chiral phonon physics in square/tetragonal materials and metamaterials.

cond-mat.mtrl-sci↗

Phononic real Chern insulator with protected corner modes in graphynes

Higher-order topological insulators have attracted great research interest recently. Different from conventional topological insulators, higher-order topological insulators do not necessarily require spin-orbit coupling, which makes it possible to realize them in spinless systems. Here, we study phonons in 2D graphyne family materials. By using first-principle calculations and topology/symmetry analysis, we find that phonons in both graphdiyne and $γ$-graphyne exhibit a second-order topology, which belongs to the specific case known as real Chern insulator. We identify the nontrivial phononic band gaps, which are characterized by nontrivial real Chern numbers enabled by the spacetime inversion symmetry. The protected phonon corner modes are verified by the calculation on a finite-size nanodisk. Our study extends the scope of higher-order topology to phonons in real materials. The spatially localized phonon modes could be useful for novel phononic applications.

cond-mat.mtrl-sci↗

Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies

This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/.

cs.CV↗

Correlation-driven topological and valley states in monolayer VSi$_{2}$P$_{4}$

Electronic correlations could have significant impact on the material properties. They are typically pronounced for localized orbitals and enhanced in low-dimensional systems, so two-dimensional (2D) transition metal compounds could be a good platform to study their effects. Recently, a new class of 2D transition metal compounds, the MoSi$_2$N$_4$-family materials, have been discovered, and some of them exhibit intrinsic magnetism. Here, taking monolayer VSi$_{2}$P$_{4}$ as an example from the family, we investigate the impact of correlation effects on its physical properties, based on the first-principles calculations. We find that different correlation strength can drive the system into a variety of interesting ground states, with rich magnetic, topological and valley features. With increasing correlation strength, while the system favors a ferromagnetic semiconductor state for most cases, the magnetic anisotropy and the band gap type undergo multiple transitions, and in the process, the band edges can form single, two or three valleys for electrons or holes. Remarkably, there is a quantum anomalous Hall (QAH) insulator phase, which has a unit Chern number. The boundary of the QAH phase correspond to the half-valley semimetal state with fully valley polarized bulk carriers. We further show that for phases with the out-of-plane magnetic anisotropy, the interplay between spin-orbit coupling and orbital character of valleys enable an intrinsic valley polarization for electrons but not for holes. This electron valley polarization can be switched by reversing the magnetization direction, providing a new route of magnetic control of valleytronics. Our result sheds light on the possible role of correlation effects in the 2D transition metal compounds, and it will open new perspectives for spintronic, valleytronic and topological nanoelectronic applications based on these materials.

cond-mat.mtrl-sci↗

IBRNet: Learning Multi-View Image-Based Rendering

We present a method that synthesizes novel views of complex scenes by interpolating a sparse set of nearby views. The core of our method is a network architecture that includes a multilayer perceptron and a ray transformer that estimates radiance and volume density at continuous 5D locations (3D spatial locations and 2D viewing directions), drawing appearance information on the fly from multiple source views. By drawing on source views at render time, our method hearkens back to classic work on image-based rendering (IBR), and allows us to render high-resolution imagery. Unlike neural scene representation work that optimizes per-scene functions for rendering, we learn a generic view interpolation function that generalizes to novel scenes. We render images using classic volume rendering, which is fully differentiable and allows us to train using only multi-view posed images as supervision. Experiments show that our method outperforms recent novel view synthesis methods that also seek to generalize to novel scenes. Further, if fine-tuned on each scene, our method is competitive with state-of-the-art single-scene neural rendering methods. Project page: https://ibrnet.github.io/

cs.CV↗

PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting

We present PhySG, an end-to-end inverse rendering pipeline that includes a fully differentiable renderer and can reconstruct geometry, materials, and illumination from scratch from a set of RGB input images. Our framework represents specular BRDFs and environmental illumination using mixtures of spherical Gaussians, and represents geometry as a signed distance function parameterized as a Multi-Layer Perceptron. The use of spherical Gaussians allows us to efficiently solve for approximate light transport, and our method works on scenes with challenging non-Lambertian reflectance captured under natural, static illumination. We demonstrate, with both synthetic and real data, that our reconstructions not only enable rendering of novel viewpoints, but also physics-based appearance editing of materials and illumination.

cs.CV↗

Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans

This paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset. The code and dataset are available at https://zju3dv.github.io/neuralbody/.

cs.CV↗